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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000028
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000029#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
30#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
31#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
34
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000035#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
36#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
37
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000038#include <sstream>
39
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000040namespace rx
41{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000042static const DXGI_FORMAT RenderTargetFormats[] =
43 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000044 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000045 DXGI_FORMAT_R8G8B8A8_UNORM
46 };
47
48static const DXGI_FORMAT DepthStencilFormats[] =
49 {
50 DXGI_FORMAT_D24_UNORM_S8_UINT
51 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000052
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000053enum
54{
55 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
56};
57
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000058Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
59{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000060 mVertexDataManager = NULL;
61 mIndexDataManager = NULL;
62
daniel@transgaming.comc5114302012-12-20 21:11:36 +000063 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000064 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000065
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000066 mCopyResourcesInitialized = false;
67 mCopyVB = NULL;
68 mCopySampler = NULL;
69 mCopyIL = NULL;
70 mCopyVS = NULL;
71 mCopyRGBAPS = NULL;
72 mCopyRGBPS = NULL;
73 mCopyLumPS = NULL;
74 mCopyLumAlphaPS = NULL;
75
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000076 mClearResourcesInitialized = false;
77 mClearVB = NULL;
78 mClearIL = NULL;
79 mClearVS = NULL;
80 mClearPS = NULL;
81 mClearScissorRS = NULL;
82 mClearNoScissorRS = NULL;
83
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000084 mD3d11Module = NULL;
85 mDxgiModule = NULL;
86
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000087 mDeviceLost = false;
88
daniel@transgaming.com25072f62012-11-28 19:31:32 +000089 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000090 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000091 mDxgiAdapter = NULL;
92 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000093
94 mDriverConstantBufferVS = NULL;
95 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +000096
97 mBGRATextureSupport = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000098}
99
100Renderer11::~Renderer11()
101{
102 releaseDeviceResources();
103
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000104 if (mDxgiFactory)
105 {
106 mDxgiFactory->Release();
107 mDxgiFactory = NULL;
108 }
109
110 if (mDxgiAdapter)
111 {
112 mDxgiAdapter->Release();
113 mDxgiAdapter = NULL;
114 }
115
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000116 if (mDeviceContext)
117 {
daniel@transgaming.comd5df4e82013-01-11 04:11:21 +0000118 mDeviceContext->ClearState();
119 mDeviceContext->Flush();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000120 mDeviceContext->Release();
121 mDeviceContext = NULL;
122 }
123
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000124 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000125 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000126 mDevice->Release();
127 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000128 }
129
130 if (mD3d11Module)
131 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000132 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000133 mD3d11Module = NULL;
134 }
135
136 if (mDxgiModule)
137 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000138 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000139 mDxgiModule = NULL;
140 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000141}
142
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000143Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
144{
145 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
146 return static_cast<rx::Renderer11*>(renderer);
147}
148
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000149EGLint Renderer11::initialize()
150{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000151 if (!initializeCompiler())
152 {
153 return EGL_NOT_INITIALIZED;
154 }
155
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000156 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
157 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000158
159 if (mD3d11Module == NULL || mDxgiModule == NULL)
160 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000161 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000162 return EGL_NOT_INITIALIZED;
163 }
164
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000165 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000166
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000167 if (D3D11CreateDevice == NULL)
168 {
169 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
170 return EGL_NOT_INITIALIZED;
171 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000172
173 D3D_FEATURE_LEVEL featureLevel[] =
174 {
175 D3D_FEATURE_LEVEL_11_0,
176 D3D_FEATURE_LEVEL_10_1,
177 D3D_FEATURE_LEVEL_10_0,
178 };
179
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000180 HRESULT result = D3D11CreateDevice(NULL,
181 D3D_DRIVER_TYPE_HARDWARE,
182 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000183 #if defined(_DEBUG)
184 D3D11_CREATE_DEVICE_DEBUG,
185 #else
186 0,
187 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000188 featureLevel,
189 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000190 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000191 &mDevice,
192 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000193 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000194
195 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000196 {
197 ERR("Could not create D3D11 device - aborting!\n");
198 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
199 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000200
201 IDXGIDevice *dxgiDevice = NULL;
202 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
203
204 if (FAILED(result))
205 {
206 ERR("Could not query DXGI device - aborting!\n");
207 return EGL_NOT_INITIALIZED;
208 }
209
210 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
211
212 if (FAILED(result))
213 {
214 ERR("Could not retrieve DXGI adapter - aborting!\n");
215 return EGL_NOT_INITIALIZED;
216 }
217
218 dxgiDevice->Release();
219
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000220 mDxgiAdapter->GetDesc(&mAdapterDescription);
221 memset(mDescription, 0, sizeof(mDescription));
222 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
223
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000224 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
225
226 if (!mDxgiFactory || FAILED(result))
227 {
228 ERR("Could not create DXGI factory - aborting!\n");
229 return EGL_NOT_INITIALIZED;
230 }
231
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000232 initializeDevice();
233
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000234 // BGRA texture support is optional in feature levels 10 and 10_1
235 UINT formatSupport;
236 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
237 if (FAILED(result))
238 {
239 ERR("Error checking BGRA format support: 0x%08X", result);
240 }
241 else
242 {
243 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
244 mBGRATextureSupport = (formatSupport & flags) == flags;
245 }
246
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000247 return EGL_SUCCESS;
248}
249
250// do any one-time device initialization
251// NOTE: this is also needed after a device lost/reset
252// to reset the scene status and ensure the default states are reset.
253void Renderer11::initializeDevice()
254{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000255 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000256 mInputLayoutCache.initialize(mDevice, mDeviceContext);
257
258 ASSERT(!mVertexDataManager && !mIndexDataManager);
259 mVertexDataManager = new VertexDataManager(this);
260 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000261
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000262 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000263}
264
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000265int Renderer11::generateConfigs(ConfigDesc **configDescList)
266{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000267 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
268 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000269 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
270 int numConfigs = 0;
271
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000272 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000273 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000274 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000275 {
276 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
277
278 UINT formatSupport = 0;
279 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
280
281 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
282 {
283 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
284
285 UINT formatSupport = 0;
286 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
287
288 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
289 {
290 ConfigDesc newConfig;
291 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
292 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
293 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
294 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
295
296 (*configDescList)[numConfigs++] = newConfig;
297 }
298 }
299 }
300 }
301
302 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000303}
304
305void Renderer11::deleteConfigs(ConfigDesc *configDescList)
306{
307 delete [] (configDescList);
308}
309
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000310void Renderer11::sync(bool block)
311{
312 // TODO
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000313 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000314}
315
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000316SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
317{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000318 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000319}
320
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000321void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
322{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000323 if (type == gl::SAMPLER_PIXEL)
324 {
325 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
326 {
327 ERR("Pixel shader sampler index %i is not valid.", index);
328 return;
329 }
330
331 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
332 {
333 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
334
335 if (!dxSamplerState)
336 {
337 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
338 "sampler state for pixel shaders at slot %i.", index);
339 }
340
341 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
342
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000343 mCurPixelSamplerStates[index] = samplerState;
344 }
345
346 mForceSetPixelSamplerStates[index] = false;
347 }
348 else if (type == gl::SAMPLER_VERTEX)
349 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000350 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000351 {
352 ERR("Vertex shader sampler index %i is not valid.", index);
353 return;
354 }
355
356 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
357 {
358 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
359
360 if (!dxSamplerState)
361 {
362 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
363 "sampler state for vertex shaders at slot %i.", index);
364 }
365
366 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
367
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000368 mCurVertexSamplerStates[index] = samplerState;
369 }
370
371 mForceSetVertexSamplerStates[index] = false;
372 }
373 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000374}
375
376void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
377{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000378 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000379 unsigned int serial = 0;
380 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000381
382 if (texture)
383 {
384 TextureStorageInterface *texStorage = texture->getNativeTexture();
385 if (texStorage)
386 {
387 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
388 textureSRV = storage11->getSRV();
389 }
390
391 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
392 // missing the shader resource view
393 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000394
395 serial = texture->getTextureSerial();
396 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000397 }
398
399 if (type == gl::SAMPLER_PIXEL)
400 {
401 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
402 {
403 ERR("Pixel shader sampler index %i is not valid.", index);
404 return;
405 }
406
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000407 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
408 {
409 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
410 }
411
412 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000413 }
414 else if (type == gl::SAMPLER_VERTEX)
415 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000416 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000417 {
418 ERR("Vertex shader sampler index %i is not valid.", index);
419 return;
420 }
421
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000422 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
423 {
424 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
425 }
426
427 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000428 }
429 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000430}
431
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000432void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000433{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000434 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000435 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000436 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
437 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000438 if (!dxRasterState)
439 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000440 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000441 "rasterizer state.");
442 }
443
444 mDeviceContext->RSSetState(dxRasterState);
445
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000446 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000447 }
448
449 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000450}
451
452void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
453 unsigned int sampleMask)
454{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000455 if (mForceSetBlendState ||
456 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
457 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
458 sampleMask != mCurSampleMask)
459 {
460 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
461 if (!dxBlendState)
462 {
463 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
464 "blend state.");
465 }
466
467 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
468 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
469
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000470 mCurBlendState = blendState;
471 mCurBlendColor = blendColor;
472 mCurSampleMask = sampleMask;
473 }
474
475 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000476}
477
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000478void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000479 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000480{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000481 if (mForceSetDepthStencilState ||
482 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
483 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
484 {
485 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
486 stencilRef != stencilBackRef ||
487 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
488 {
489 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
490 "invalid under WebGL.");
491 return error(GL_INVALID_OPERATION);
492 }
493
494 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
495 if (!dxDepthStencilState)
496 {
497 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
498 "setting the default depth stencil state.");
499 }
500
501 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
502
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000503 mCurDepthStencilState = depthStencilState;
504 mCurStencilRef = stencilRef;
505 mCurStencilBackRef = stencilBackRef;
506 }
507
508 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000509}
510
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000511void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000512{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000513 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
514 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000515 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000516 if (enabled)
517 {
518 D3D11_RECT rect;
519 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
520 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
521 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
522 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000523
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000524 mDeviceContext->RSSetScissorRects(1, &rect);
525 }
526
527 if (enabled != mScissorEnabled)
528 {
529 mForceSetRasterState = true;
530 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000531
532 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000533 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000534 }
535
536 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000537}
538
daniel@transgaming.com12985182012-12-20 20:56:31 +0000539bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000540 bool ignoreViewport, gl::ProgramBinary *currentProgram)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000541{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000542 gl::Rectangle actualViewport = viewport;
543 float actualZNear = gl::clamp01(zNear);
544 float actualZFar = gl::clamp01(zFar);
545 if (ignoreViewport)
546 {
547 actualViewport.x = 0;
548 actualViewport.y = 0;
549 actualViewport.width = mRenderTargetDesc.width;
550 actualViewport.height = mRenderTargetDesc.height;
551 actualZNear = 0.0f;
552 actualZFar = 1.0f;
553 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000554
555 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000556 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
557 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
558 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
559 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
560 dxViewport.MinDepth = actualZNear;
561 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000562
563 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
564 {
565 return false; // Nothing to render
566 }
567
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000568 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
569 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000570
daniel@transgaming.com53670042012-11-28 20:55:51 +0000571 if (viewportChanged)
572 {
573 mDeviceContext->RSSetViewports(1, &dxViewport);
574
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000575 mCurViewport = actualViewport;
576 mCurNear = actualZNear;
577 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000578 }
579
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000580 if (currentProgram && viewportChanged)
daniel@transgaming.com53670042012-11-28 20:55:51 +0000581 {
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000582 mVertexConstants.halfPixelSize[0] = 0.0f;
583 mVertexConstants.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000584
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000585 mPixelConstants.coord[0] = actualViewport.width * 0.5f;
586 mPixelConstants.coord[1] = actualViewport.height * 0.5f;
587 mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
588 mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000589
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000590 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
591 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
592 mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000593
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000594 mVertexConstants.depthRange[0] = actualZNear;
595 mVertexConstants.depthRange[1] = actualZFar;
596 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000597
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000598 mPixelConstants.depthRange[0] = actualZNear;
599 mPixelConstants.depthRange[1] = actualZFar;
600 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000601 }
602
603 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000604 return true;
605}
606
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000607bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
608{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000609 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000610
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000611 switch (mode)
612 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000613 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
614 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000615 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000616 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
617 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
618 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000619 // emulate fans via rewriting index buffer
620 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000621 default:
622 return error(GL_INVALID_ENUM, false);
623 }
624
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000625 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000626
627 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000628}
629
630bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000631{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000632 // Get the color render buffer and serial
633 gl::Renderbuffer *renderbufferObject = NULL;
634 unsigned int renderTargetSerial = 0;
635 if (framebuffer->getColorbufferType() != GL_NONE)
636 {
637 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000638
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000639 if (!renderbufferObject)
640 {
641 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000642 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000643 }
644
645 renderTargetSerial = renderbufferObject->getSerial();
646 }
647
648 // Get the depth stencil render buffer and serials
649 gl::Renderbuffer *depthStencil = NULL;
650 unsigned int depthbufferSerial = 0;
651 unsigned int stencilbufferSerial = 0;
652 if (framebuffer->getDepthbufferType() != GL_NONE)
653 {
654 depthStencil = framebuffer->getDepthbuffer();
655 if (!depthStencil)
656 {
657 ERR("Depth stencil pointer unexpectedly null.");
658 return false;
659 }
660
661 depthbufferSerial = depthStencil->getSerial();
662 }
663 else if (framebuffer->getStencilbufferType() != GL_NONE)
664 {
665 depthStencil = framebuffer->getStencilbuffer();
666 if (!depthStencil)
667 {
668 ERR("Depth stencil pointer unexpectedly null.");
669 return false;
670 }
671
672 stencilbufferSerial = depthStencil->getSerial();
673 }
674
675 // Extract the render target dimensions and view
676 unsigned int renderTargetWidth = 0;
677 unsigned int renderTargetHeight = 0;
678 GLenum renderTargetFormat = 0;
679 ID3D11RenderTargetView* framebufferRTV = NULL;
680 if (renderbufferObject)
681 {
682 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
683 if (!renderTarget)
684 {
685 ERR("render target pointer unexpectedly null.");
686 return false;
687 }
688
689 framebufferRTV = renderTarget->getRenderTargetView();
690 if (!framebufferRTV)
691 {
692 ERR("render target view pointer unexpectedly null.");
693 return false;
694 }
695
696 renderTargetWidth = renderbufferObject->getWidth();
697 renderTargetHeight = renderbufferObject->getHeight();
698 renderTargetFormat = renderbufferObject->getActualFormat();
699 }
700
701 // Extract the depth stencil sizes and view
702 unsigned int depthSize = 0;
703 unsigned int stencilSize = 0;
704 ID3D11DepthStencilView* framebufferDSV = NULL;
705 if (depthStencil)
706 {
707 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
708 if (!depthStencilRenderTarget)
709 {
710 ERR("render target pointer unexpectedly null.");
711 if (framebufferRTV)
712 {
713 framebufferRTV->Release();
714 }
715 return false;
716 }
717
718 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
719 if (!framebufferDSV)
720 {
721 ERR("depth stencil view pointer unexpectedly null.");
722 if (framebufferRTV)
723 {
724 framebufferRTV->Release();
725 }
726 return false;
727 }
728
729 // If there is no render buffer, the width, height and format values come from
730 // the depth stencil
731 if (!renderbufferObject)
732 {
733 renderTargetWidth = depthStencil->getWidth();
734 renderTargetHeight = depthStencil->getHeight();
735 renderTargetFormat = depthStencil->getActualFormat();
736 }
737
738 depthSize = depthStencil->getDepthSize();
739 stencilSize = depthStencil->getStencilSize();
740 }
741
742 // Apply the render target and depth stencil
743 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
744 renderTargetSerial != mAppliedRenderTargetSerial ||
745 depthbufferSerial != mAppliedDepthbufferSerial ||
746 stencilbufferSerial != mAppliedStencilbufferSerial)
747 {
748 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
749
750 mRenderTargetDesc.width = renderTargetWidth;
751 mRenderTargetDesc.height = renderTargetHeight;
752 mRenderTargetDesc.format = renderTargetFormat;
753 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
754 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
755
756 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
757 {
758 mCurDepthSize = depthSize;
759 mForceSetRasterState = true;
760 }
761
762 mCurStencilSize = stencilSize;
763
764 mAppliedRenderTargetSerial = renderTargetSerial;
765 mAppliedDepthbufferSerial = depthbufferSerial;
766 mAppliedStencilbufferSerial = stencilbufferSerial;
767 mRenderTargetDescInitialized = true;
768 mDepthStencilInitialized = true;
769 }
770
771 if (framebufferRTV)
772 {
773 framebufferRTV->Release();
774 }
775 if (framebufferDSV)
776 {
777 framebufferDSV->Release();
778 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000779
780 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000781}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000782
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000783GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000784{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000785 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
786 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
787 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000788 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000789 return err;
790 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000791
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000792 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000793}
794
daniel@transgaming.com31240482012-11-28 21:06:41 +0000795GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000796{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000797 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000798
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000799 if (err == GL_NO_ERROR)
800 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000801 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000802 {
803 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
804
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000805 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000806 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000807 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000808 }
809 }
810
811 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000812}
813
814void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
815{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000816 if (mode == GL_LINE_LOOP)
817 {
818 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
819 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000820 else if (mode == GL_TRIANGLE_FAN)
821 {
822 drawTriangleFan(count, GL_NONE, NULL, 0, NULL);
823 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000824 else if (instances > 0)
825 {
826 // TODO
827 UNIMPLEMENTED();
828 }
829 else
830 {
831 mDeviceContext->Draw(count, 0);
832 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000833}
834
daniel@transgaming.com31240482012-11-28 21:06:41 +0000835void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000836{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000837 if (mode == GL_LINE_LOOP)
838 {
839 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
840 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000841 else if (mode == GL_TRIANGLE_FAN)
842 {
843 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
844 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000845 else
846 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000847 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000848 }
849}
850
851void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
852{
853 // Get the raw indices for an indexed draw
854 if (type != GL_NONE && elementArrayBuffer)
855 {
856 gl::Buffer *indexBuffer = elementArrayBuffer;
857 intptr_t offset = reinterpret_cast<intptr_t>(indices);
858 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
859 }
860
861 if (!mLineLoopIB)
862 {
863 mLineLoopIB = new StreamingIndexBufferInterface(this);
864 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
865 {
866 delete mLineLoopIB;
867 mLineLoopIB = NULL;
868
869 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
870 return error(GL_OUT_OF_MEMORY);
871 }
872 }
873
874 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
875 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
876 {
877 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
878 return error(GL_OUT_OF_MEMORY);
879 }
880
881 void* mappedMemory = NULL;
882 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
883 if (offset == -1 || mappedMemory == NULL)
884 {
885 ERR("Could not map index buffer for GL_LINE_LOOP.");
886 return error(GL_OUT_OF_MEMORY);
887 }
888
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000889 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000890 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000891
892 switch (type)
893 {
894 case GL_NONE: // Non-indexed draw
895 for (int i = 0; i < count; i++)
896 {
897 data[i] = i;
898 }
899 data[count] = 0;
900 break;
901 case GL_UNSIGNED_BYTE:
902 for (int i = 0; i < count; i++)
903 {
904 data[i] = static_cast<const GLubyte*>(indices)[i];
905 }
906 data[count] = static_cast<const GLubyte*>(indices)[0];
907 break;
908 case GL_UNSIGNED_SHORT:
909 for (int i = 0; i < count; i++)
910 {
911 data[i] = static_cast<const GLushort*>(indices)[i];
912 }
913 data[count] = static_cast<const GLushort*>(indices)[0];
914 break;
915 case GL_UNSIGNED_INT:
916 for (int i = 0; i < count; i++)
917 {
918 data[i] = static_cast<const GLuint*>(indices)[i];
919 }
920 data[count] = static_cast<const GLuint*>(indices)[0];
921 break;
922 default: UNREACHABLE();
923 }
924
925 if (!mLineLoopIB->unmapBuffer())
926 {
927 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
928 return error(GL_OUT_OF_MEMORY);
929 }
930
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000931 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000932 {
933 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
934
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000935 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000936 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000937 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000938 }
939
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000940 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000941}
942
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000943void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
944{
945 // Get the raw indices for an indexed draw
946 if (type != GL_NONE && elementArrayBuffer)
947 {
948 gl::Buffer *indexBuffer = elementArrayBuffer;
949 intptr_t offset = reinterpret_cast<intptr_t>(indices);
950 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
951 }
952
953 if (!mTriangleFanIB)
954 {
955 mTriangleFanIB = new StreamingIndexBufferInterface(this);
956 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
957 {
958 delete mTriangleFanIB;
959 mTriangleFanIB = NULL;
960
961 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
962 return error(GL_OUT_OF_MEMORY);
963 }
964 }
965
966 const int numTris = count - 2;
967 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
968 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
969 {
970 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
971 return error(GL_OUT_OF_MEMORY);
972 }
973
974 void* mappedMemory = NULL;
975 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
976 if (offset == -1 || mappedMemory == NULL)
977 {
978 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
979 return error(GL_OUT_OF_MEMORY);
980 }
981
982 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
983 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
984
985 switch (type)
986 {
987 case GL_NONE: // Non-indexed draw
988 for (int i = 0; i < numTris; i++)
989 {
990 data[i*3 + 0] = 0;
991 data[i*3 + 1] = i + 1;
992 data[i*3 + 2] = i + 2;
993 }
994 break;
995 case GL_UNSIGNED_BYTE:
996 for (int i = 0; i < numTris; i++)
997 {
998 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
999 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1000 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1001 }
1002 break;
1003 case GL_UNSIGNED_SHORT:
1004 for (int i = 0; i < numTris; i++)
1005 {
1006 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1007 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1008 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1009 }
1010 break;
1011 case GL_UNSIGNED_INT:
1012 for (int i = 0; i < numTris; i++)
1013 {
1014 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1015 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1016 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1017 }
1018 break;
1019 default: UNREACHABLE();
1020 }
1021
1022 if (!mTriangleFanIB->unmapBuffer())
1023 {
1024 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
1025 return error(GL_OUT_OF_MEMORY);
1026 }
1027
1028 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1029 {
1030 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1031
1032 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1033 mAppliedIBSerial = mTriangleFanIB->getSerial();
1034 mAppliedIBOffset = indexBufferOffset;
1035 }
1036
1037 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1038}
1039
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001040void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1041{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001042 unsigned int programBinarySerial = programBinary->getSerial();
1043 if (programBinarySerial != mAppliedProgramBinarySerial)
1044 {
1045 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1046 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001047 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001048
daniel@transgaming.come4991412012-12-20 20:55:34 +00001049 ID3D11VertexShader *vertexShader = NULL;
1050 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001051
daniel@transgaming.come4991412012-12-20 20:55:34 +00001052 ID3D11PixelShader *pixelShader = NULL;
1053 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001054
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001055 ID3D11GeometryShader *geometryShader = NULL;
1056 if (geometryExe) geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
1057
daniel@transgaming.come4991412012-12-20 20:55:34 +00001058 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1059 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001060
1061 if (geometryShader)
1062 {
1063 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1064 }
1065 else
1066 {
1067 mDeviceContext->GSSetShader(NULL, NULL, 0);
1068 }
1069
daniel@transgaming.come4991412012-12-20 20:55:34 +00001070 programBinary->dirtyAllUniforms();
1071
1072 mAppliedProgramBinarySerial = programBinarySerial;
1073 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001074}
1075
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001076void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001077{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001078 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1079 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001080
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001081 unsigned int totalRegisterCountVS = 0;
1082 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001083
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001084 bool vertexUniformsDirty = false;
1085 bool pixelUniformsDirty = false;
1086
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001087 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1088 {
1089 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001090
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001091 if (uniform->vsRegisterIndex >= 0)
1092 {
1093 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001094 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001095 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001096
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001097 if (uniform->psRegisterIndex >= 0)
1098 {
1099 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001100 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001101 }
1102 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001103
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001104 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1105 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1106
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001107 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1108 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001109
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001110 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001111 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001112 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001113
1114 switch (uniform->type)
1115 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001116 case GL_SAMPLER_2D:
1117 case GL_SAMPLER_CUBE:
1118 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001119 case GL_FLOAT:
1120 case GL_FLOAT_VEC2:
1121 case GL_FLOAT_VEC3:
1122 case GL_FLOAT_VEC4:
1123 case GL_FLOAT_MAT2:
1124 case GL_FLOAT_MAT3:
1125 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001126 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001127 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001128 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001129 float (*f)[4] = (float(*)[4])uniform->data;
1130
1131 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001132 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001133 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1134 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1135 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1136 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001137 }
1138 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001139 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001140 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001141 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001142 float (*f)[4] = (float(*)[4])uniform->data;
1143
1144 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001145 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001146 c[uniform->psRegisterIndex + i][0] = f[i][0];
1147 c[uniform->psRegisterIndex + i][1] = f[i][1];
1148 c[uniform->psRegisterIndex + i][2] = f[i][2];
1149 c[uniform->psRegisterIndex + i][3] = f[i][3];
1150 }
1151 }
1152 break;
1153 case GL_INT:
1154 case GL_INT_VEC2:
1155 case GL_INT_VEC3:
1156 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001157 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001158 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001159 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001160 GLint *x = (GLint*)uniform->data;
1161 int count = gl::VariableColumnCount(uniform->type);
1162
1163 for (unsigned int i = 0; i < uniform->registerCount; i++)
1164 {
1165 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1166 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1167 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1168 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1169 }
1170 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001171 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001172 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001173 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001174 GLint *x = (GLint*)uniform->data;
1175 int count = gl::VariableColumnCount(uniform->type);
1176
1177 for (unsigned int i = 0; i < uniform->registerCount; i++)
1178 {
1179 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1180 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1181 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1182 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1183 }
1184 }
1185 break;
1186 case GL_BOOL:
1187 case GL_BOOL_VEC2:
1188 case GL_BOOL_VEC3:
1189 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001190 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001191 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001192 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001193 GLboolean *b = (GLboolean*)uniform->data;
1194 int count = gl::VariableColumnCount(uniform->type);
1195
1196 for (unsigned int i = 0; i < uniform->registerCount; i++)
1197 {
1198 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1199 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1200 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1201 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1202 }
1203 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001204 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001205 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001206 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001207 GLboolean *b = (GLboolean*)uniform->data;
1208 int count = gl::VariableColumnCount(uniform->type);
1209
1210 for (unsigned int i = 0; i < uniform->registerCount; i++)
1211 {
1212 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1213 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1214 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1215 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001216 }
1217 }
1218 break;
1219 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001220 UNREACHABLE();
1221 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001222
1223 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001224 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001225
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001226 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001227 {
1228 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1229 }
1230
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001231 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001232 {
1233 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1234 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001235
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001236 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1237 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001238
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001239 delete[] mapVS;
1240 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001241
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001242 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001243 if (!mDriverConstantBufferVS)
1244 {
1245 D3D11_BUFFER_DESC constantBufferDescription = {0};
1246 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1247 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1248 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1249 constantBufferDescription.CPUAccessFlags = 0;
1250 constantBufferDescription.MiscFlags = 0;
1251 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001252
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001253 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001254 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001255
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001256 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1257 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001258
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001259 if (!mDriverConstantBufferPS)
1260 {
1261 D3D11_BUFFER_DESC constantBufferDescription = {0};
1262 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1263 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1264 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1265 constantBufferDescription.CPUAccessFlags = 0;
1266 constantBufferDescription.MiscFlags = 0;
1267 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001268
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001269 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001270 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001271
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001272 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1273 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001274
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001275 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1276 {
1277 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1278 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1279 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001280
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001281 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1282 {
1283 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1284 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1285 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001286
1287 // needed for the point sprite geometry shader
1288 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001289}
1290
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001291void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001292{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001293 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1294 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1295 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1296 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001297
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001298 unsigned int stencilUnmasked = 0x0;
1299 if (frameBuffer->hasStencil())
1300 {
1301 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1302 stencilUnmasked = (0x1 << stencilSize) - 1;
1303 }
1304 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1305 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001306
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001307 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1308 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1309 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001310
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001311 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1312 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001313 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001314 }
1315 else
1316 {
1317 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1318 {
1319 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1320 if (renderbufferObject)
1321 {
1322 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1323 if (!renderTarget)
1324 {
1325 ERR("render target pointer unexpectedly null.");
1326 return;
1327 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001328
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001329 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1330 if (!framebufferRTV)
1331 {
1332 ERR("render target view pointer unexpectedly null.");
1333 return;
1334 }
1335
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001336 const float clearValues[4] = { clearParams.colorClearValue.red,
1337 clearParams.colorClearValue.green,
1338 clearParams.colorClearValue.blue,
1339 clearParams.colorClearValue.alpha };
1340 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001341
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001342 framebufferRTV->Release();
1343 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001344 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001345 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001346 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001347 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1348 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001349 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001350 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1351 if (!renderTarget)
1352 {
1353 ERR("render target pointer unexpectedly null.");
1354 return;
1355 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001356
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001357 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1358 if (!framebufferDSV)
1359 {
1360 ERR("depth stencil view pointer unexpectedly null.");
1361 return;
1362 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001363
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001364 UINT clearFlags = 0;
1365 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1366 {
1367 clearFlags |= D3D11_CLEAR_DEPTH;
1368 }
1369 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1370 {
1371 clearFlags |= D3D11_CLEAR_STENCIL;
1372 }
1373
1374 float depthClear = clearParams.depthClearValue;
1375 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1376
1377 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001378
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001379 framebufferDSV->Release();
1380 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001381 }
1382 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001383}
1384
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001385void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1386{
1387 HRESULT result;
1388
1389 if (!mClearResourcesInitialized)
1390 {
1391 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1392
1393 D3D11_BUFFER_DESC vbDesc;
1394 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1395 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1396 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1397 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1398 vbDesc.MiscFlags = 0;
1399 vbDesc.StructureByteStride = 0;
1400
1401 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1402 ASSERT(SUCCEEDED(result));
1403 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1404
1405 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1406 {
1407 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1408 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1409 };
1410
1411 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1412 ASSERT(SUCCEEDED(result));
1413 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1414
1415 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1416 ASSERT(SUCCEEDED(result));
1417 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1418
1419 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1420 ASSERT(SUCCEEDED(result));
1421 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1422
1423 D3D11_RASTERIZER_DESC rsScissorDesc;
1424 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1425 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1426 rsScissorDesc.FrontCounterClockwise = FALSE;
1427 rsScissorDesc.DepthBias = 0;
1428 rsScissorDesc.DepthBiasClamp = 0.0f;
1429 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1430 rsScissorDesc.DepthClipEnable = FALSE;
1431 rsScissorDesc.ScissorEnable = TRUE;
1432 rsScissorDesc.MultisampleEnable = FALSE;
1433 rsScissorDesc.AntialiasedLineEnable = FALSE;
1434
1435 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1436 ASSERT(SUCCEEDED(result));
1437 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1438
1439 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1440 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1441 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1442 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1443 rsNoScissorDesc.DepthBias = 0;
1444 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1445 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1446 rsNoScissorDesc.DepthClipEnable = FALSE;
1447 rsNoScissorDesc.ScissorEnable = FALSE;
1448 rsNoScissorDesc.MultisampleEnable = FALSE;
1449 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1450
1451 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1452 ASSERT(SUCCEEDED(result));
1453 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1454
1455 mClearResourcesInitialized = true;
1456 }
1457
1458 // Prepare the depth stencil state to write depth values if the depth should be cleared
1459 // and stencil values if the stencil should be cleared
1460 gl::DepthStencilState glDSState;
1461 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1462 glDSState.depthFunc = GL_ALWAYS;
1463 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1464 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1465 glDSState.stencilFunc = GL_ALWAYS;
1466 glDSState.stencilMask = 0;
1467 glDSState.stencilFail = GL_REPLACE;
1468 glDSState.stencilPassDepthFail = GL_REPLACE;
1469 glDSState.stencilPassDepthPass = GL_REPLACE;
1470 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1471 glDSState.stencilBackFunc = GL_ALWAYS;
1472 glDSState.stencilBackMask = 0;
1473 glDSState.stencilBackFail = GL_REPLACE;
1474 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1475 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1476 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1477
1478 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1479
1480 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1481
1482 // Prepare the blend state to use a write mask if the color buffer should be cleared
1483 gl::BlendState glBlendState;
1484 glBlendState.blend = false;
1485 glBlendState.sourceBlendRGB = GL_ONE;
1486 glBlendState.destBlendRGB = GL_ZERO;
1487 glBlendState.sourceBlendAlpha = GL_ONE;
1488 glBlendState.destBlendAlpha = GL_ZERO;
1489 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1490 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1491 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1492 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1493 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1494 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1495 glBlendState.sampleAlphaToCoverage = false;
1496 glBlendState.dither = false;
1497
1498 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1499 static const UINT sampleMask = 0xFFFFFFFF;
1500
1501 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1502
1503 // Set the vertices
1504 D3D11_MAPPED_SUBRESOURCE mappedResource;
1505 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1506 if (FAILED(result))
1507 {
1508 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1509 return;
1510 }
1511
1512 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1513
1514 float depthClear = gl::clamp01(clearParams.depthClearValue);
1515 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1516 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1517 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1518 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1519
1520 mDeviceContext->Unmap(mClearVB, 0);
1521
1522 // Apply state
1523 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1524 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1525 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1526
1527 // Apply shaders
1528 mDeviceContext->IASetInputLayout(mClearIL);
1529 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1530 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1531
1532 // Apply vertex buffer
1533 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1534 static UINT startIdx = 0;
1535 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1536 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1537
1538 // Draw the clear quad
1539 mDeviceContext->Draw(4, 0);
1540
1541 // Clean up
1542 markAllStateDirty();
1543}
1544
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001545void Renderer11::markAllStateDirty()
1546{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001547 mAppliedRenderTargetSerial = 0;
1548 mAppliedDepthbufferSerial = 0;
1549 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001550 mDepthStencilInitialized = false;
1551 mRenderTargetDescInitialized = false;
1552
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001553 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001554 {
1555 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001556 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001557 }
1558 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1559 {
1560 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001561 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001562 }
1563
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001564 mForceSetBlendState = true;
1565 mForceSetRasterState = true;
1566 mForceSetDepthStencilState = true;
1567 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001568 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001569
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001570 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001571 mAppliedIBOffset = 0;
1572
daniel@transgaming.come4991412012-12-20 20:55:34 +00001573 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001574 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1575 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001576}
1577
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001578void Renderer11::releaseDeviceResources()
1579{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001580 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001581 mInputLayoutCache.clear();
1582
1583 delete mVertexDataManager;
1584 mVertexDataManager = NULL;
1585
1586 delete mIndexDataManager;
1587 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001588
1589 delete mLineLoopIB;
1590 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001591
1592 delete mTriangleFanIB;
1593 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001594
1595 if (mCopyVB)
1596 {
1597 mCopyVB->Release();
1598 mCopyVB = NULL;
1599 }
1600
1601 if (mCopySampler)
1602 {
1603 mCopySampler->Release();
1604 mCopySampler = NULL;
1605 }
1606
1607 if (mCopyIL)
1608 {
1609 mCopyIL->Release();
1610 mCopyIL = NULL;
1611 }
1612
1613 if (mCopyVS)
1614 {
1615 mCopyVS->Release();
1616 mCopyVS = NULL;
1617 }
1618
1619 if (mCopyRGBAPS)
1620 {
1621 mCopyRGBAPS->Release();
1622 mCopyRGBAPS = NULL;
1623 }
1624
1625 if (mCopyRGBPS)
1626 {
1627 mCopyRGBPS->Release();
1628 mCopyRGBPS = NULL;
1629 }
1630
1631 if (mCopyLumPS)
1632 {
1633 mCopyLumPS->Release();
1634 mCopyLumPS = NULL;
1635 }
1636
1637 if (mCopyLumAlphaPS)
1638 {
1639 mCopyLumAlphaPS->Release();
1640 mCopyLumAlphaPS = NULL;
1641 }
1642
1643 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001644
1645 if (mClearVB)
1646 {
1647 mClearVB->Release();
1648 mClearVB = NULL;
1649 }
1650
1651 if (mClearIL)
1652 {
1653 mClearIL->Release();
1654 mClearIL = NULL;
1655 }
1656
1657 if (mClearVS)
1658 {
1659 mClearVS->Release();
1660 mClearVS = NULL;
1661 }
1662
1663 if (mClearPS)
1664 {
1665 mClearPS->Release();
1666 mClearPS = NULL;
1667 }
1668
1669 if (mClearScissorRS)
1670 {
1671 mClearScissorRS->Release();
1672 mClearScissorRS = NULL;
1673 }
1674
1675 if (mClearNoScissorRS)
1676 {
1677 mClearNoScissorRS->Release();
1678 mClearNoScissorRS = NULL;
1679 }
1680
1681 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001682
1683 if (mDriverConstantBufferVS)
1684 {
1685 mDriverConstantBufferVS->Release();
1686 mDriverConstantBufferVS = NULL;
1687 }
1688
1689 if (mDriverConstantBufferPS)
1690 {
1691 mDriverConstantBufferPS->Release();
1692 mDriverConstantBufferPS = NULL;
1693 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001694}
1695
1696void Renderer11::markDeviceLost()
1697{
1698 mDeviceLost = true;
1699}
1700
1701bool Renderer11::isDeviceLost()
1702{
1703 return mDeviceLost;
1704}
1705
1706// set notify to true to broadcast a message to all contexts of the device loss
1707bool Renderer11::testDeviceLost(bool notify)
1708{
1709 bool isLost = false;
1710
1711 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001712 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001713
1714 if (isLost)
1715 {
1716 // ensure we note the device loss --
1717 // we'll probably get this done again by markDeviceLost
1718 // but best to remember it!
1719 // Note that we don't want to clear the device loss status here
1720 // -- this needs to be done by resetDevice
1721 mDeviceLost = true;
1722 if (notify)
1723 {
1724 mDisplay->notifyDeviceLost();
1725 }
1726 }
1727
1728 return isLost;
1729}
1730
1731bool Renderer11::testDeviceResettable()
1732{
1733 HRESULT status = D3D_OK;
1734
1735 // TODO
1736 UNIMPLEMENTED();
1737
1738 switch (status)
1739 {
1740 case D3DERR_DEVICENOTRESET:
1741 case D3DERR_DEVICEHUNG:
1742 return true;
1743 default:
1744 return false;
1745 }
1746}
1747
1748bool Renderer11::resetDevice()
1749{
1750 releaseDeviceResources();
1751
1752 // TODO
1753 UNIMPLEMENTED();
1754
1755 // reset device defaults
1756 initializeDevice();
1757 mDeviceLost = false;
1758
1759 return true;
1760}
1761
1762DWORD Renderer11::getAdapterVendor() const
1763{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001764 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001765}
1766
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001767std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001768{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001769 std::ostringstream rendererString;
1770
1771 rendererString << mDescription;
1772 rendererString << " Direct3D11";
1773
1774 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1775 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1776
1777 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001778}
1779
1780GUID Renderer11::getAdapterIdentifier() const
1781{
1782 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001783 // UNIMPLEMENTED();
1784 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001785 return foo;
1786}
1787
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001788bool Renderer11::getBGRATextureSupport() const
1789{
1790 return mBGRATextureSupport;
1791}
1792
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001793bool Renderer11::getDXT1TextureSupport()
1794{
1795 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001796 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001797 return false;
1798}
1799
1800bool Renderer11::getDXT3TextureSupport()
1801{
1802 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001803 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001804 return false;
1805}
1806
1807bool Renderer11::getDXT5TextureSupport()
1808{
1809 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001810 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001811 return false;
1812}
1813
1814bool Renderer11::getDepthTextureSupport() const
1815{
1816 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001817 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001818 return false;
1819}
1820
1821bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1822{
1823 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001824 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001825
1826 *filtering = false;
1827 *renderable = false;
1828 return false;
1829}
1830
1831bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1832{
1833 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001834 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001835
1836 *filtering = false;
1837 *renderable = false;
1838 return false;
1839}
1840
1841bool Renderer11::getLuminanceTextureSupport()
1842{
1843 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001844 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001845 return false;
1846}
1847
1848bool Renderer11::getLuminanceAlphaTextureSupport()
1849{
1850 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001851 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001852 return false;
1853}
1854
1855bool Renderer11::getTextureFilterAnisotropySupport() const
1856{
1857 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001858 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001859 return false;
1860}
1861
1862float Renderer11::getTextureMaxAnisotropy() const
1863{
1864 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001865 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001866 return 1.0f;
1867}
1868
1869bool Renderer11::getEventQuerySupport()
1870{
1871 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001872 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001873 return false;
1874}
1875
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001876unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001877{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001878 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1879 switch (mFeatureLevel)
1880 {
1881 case D3D_FEATURE_LEVEL_11_0:
1882 case D3D_FEATURE_LEVEL_10_1:
1883 case D3D_FEATURE_LEVEL_10_0:
1884 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
1885 default: UNREACHABLE();
1886 return 0;
1887 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001888}
1889
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00001890unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
1891{
1892 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
1893}
1894
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001895int Renderer11::getMaxVertexUniformVectors() const
1896{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001897 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1898 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1899 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001900}
1901
1902int Renderer11::getMaxFragmentUniformVectors() const
1903{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001904 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1905 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1906 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001907}
1908
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00001909int Renderer11::getMaxVaryingVectors() const
1910{
1911 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
1912 switch (mFeatureLevel)
1913 {
1914 case D3D_FEATURE_LEVEL_11_0:
1915 return D3D11_VS_OUTPUT_REGISTER_COUNT;
1916 case D3D_FEATURE_LEVEL_10_1:
1917 case D3D_FEATURE_LEVEL_10_0:
1918 return D3D10_VS_OUTPUT_REGISTER_COUNT;
1919 default: UNREACHABLE();
1920 return 0;
1921 }
1922}
1923
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001924bool Renderer11::getNonPower2TextureSupport() const
1925{
1926 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001927 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001928 return false;
1929}
1930
1931bool Renderer11::getOcclusionQuerySupport() const
1932{
1933 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001934 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001935 return false;
1936}
1937
1938bool Renderer11::getInstancingSupport() const
1939{
1940 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001941 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001942 return false;
1943}
1944
1945bool Renderer11::getShareHandleSupport() const
1946{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00001947 // We only currently support share handles with BGRA surfaces, because
1948 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001949 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00001950 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001951}
1952
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00001953bool Renderer11::getDerivativeInstructionSupport() const
1954{
1955 // TODO
1956 // UNIMPLEMENTED();
1957 return false;
1958}
1959
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001960int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001961{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001962 switch (mFeatureLevel)
1963 {
1964 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001965 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001966 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1967 default: UNREACHABLE(); return 0;
1968 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001969}
1970
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001971int Renderer11::getMinorShaderModel() const
1972{
1973 switch (mFeatureLevel)
1974 {
1975 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
1976 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
1977 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
1978 default: UNREACHABLE(); return 0;
1979 }
1980}
1981
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001982float Renderer11::getMaxPointSize() const
1983{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001984 // choose a reasonable maximum. we enforce this in the shader.
1985 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
1986 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001987}
1988
1989int Renderer11::getMaxTextureWidth() const
1990{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001991 switch (mFeatureLevel)
1992 {
1993 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1994 case D3D_FEATURE_LEVEL_10_1:
1995 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1996 default: UNREACHABLE(); return 0;
1997 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001998}
1999
2000int Renderer11::getMaxTextureHeight() const
2001{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002002 switch (mFeatureLevel)
2003 {
2004 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2005 case D3D_FEATURE_LEVEL_10_1:
2006 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2007 default: UNREACHABLE(); return 0;
2008 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002009}
2010
2011bool Renderer11::get32BitIndexSupport() const
2012{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002013 switch (mFeatureLevel)
2014 {
2015 case D3D_FEATURE_LEVEL_11_0:
2016 case D3D_FEATURE_LEVEL_10_1:
2017 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2018 default: UNREACHABLE(); return false;
2019 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002020}
2021
2022int Renderer11::getMinSwapInterval() const
2023{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002024 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002025}
2026
2027int Renderer11::getMaxSwapInterval() const
2028{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002029 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002030}
2031
2032int Renderer11::getMaxSupportedSamples() const
2033{
2034 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002035 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002036 return 1;
2037}
2038
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002039bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002040{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002041 if (source && dest)
2042 {
2043 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2044 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2045
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002046 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002047 return true;
2048 }
2049
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002050 return false;
2051}
2052
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002053bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002054{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002055 if (source && dest)
2056 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002057 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2058 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002059
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002060 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002061 return true;
2062 }
2063
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002064 return false;
2065}
2066
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002067bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002068 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002069{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002070 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2071 if (!colorbuffer)
2072 {
2073 ERR("Failed to retrieve the color buffer from the frame buffer.");
2074 return error(GL_OUT_OF_MEMORY, false);
2075 }
2076
2077 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2078 if (!sourceRenderTarget)
2079 {
2080 ERR("Failed to retrieve the render target from the frame buffer.");
2081 return error(GL_OUT_OF_MEMORY, false);
2082 }
2083
2084 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2085 if (!source)
2086 {
2087 ERR("Failed to retrieve the render target view from the render target.");
2088 return error(GL_OUT_OF_MEMORY, false);
2089 }
2090
2091 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2092 if (!storage11)
2093 {
2094 source->Release();
2095 ERR("Failed to retrieve the texture storage from the destination.");
2096 return error(GL_OUT_OF_MEMORY, false);
2097 }
2098
2099 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2100 if (!destRenderTarget)
2101 {
2102 source->Release();
2103 ERR("Failed to retrieve the render target from the destination storage.");
2104 return error(GL_OUT_OF_MEMORY, false);
2105 }
2106
2107 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2108 if (!dest)
2109 {
2110 source->Release();
2111 ERR("Failed to retrieve the render target view from the destination render target.");
2112 return error(GL_OUT_OF_MEMORY, false);
2113 }
2114
2115 gl::Rectangle destRect;
2116 destRect.x = xoffset;
2117 destRect.y = yoffset;
2118 destRect.width = sourceRect.width;
2119 destRect.height = sourceRect.height;
2120
2121 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2122 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2123
2124 source->Release();
2125 dest->Release();
2126
2127 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002128}
2129
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002130bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002131 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002132{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002133 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2134 if (!colorbuffer)
2135 {
2136 ERR("Failed to retrieve the color buffer from the frame buffer.");
2137 return error(GL_OUT_OF_MEMORY, false);
2138 }
2139
2140 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2141 if (!sourceRenderTarget)
2142 {
2143 ERR("Failed to retrieve the render target from the frame buffer.");
2144 return error(GL_OUT_OF_MEMORY, false);
2145 }
2146
2147 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2148 if (!source)
2149 {
2150 ERR("Failed to retrieve the render target view from the render target.");
2151 return error(GL_OUT_OF_MEMORY, false);
2152 }
2153
2154 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2155 if (!storage11)
2156 {
2157 source->Release();
2158 ERR("Failed to retrieve the texture storage from the destination.");
2159 return error(GL_OUT_OF_MEMORY, false);
2160 }
2161
2162 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2163 if (!destRenderTarget)
2164 {
2165 source->Release();
2166 ERR("Failed to retrieve the render target from the destination storage.");
2167 return error(GL_OUT_OF_MEMORY, false);
2168 }
2169
2170 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2171 if (!dest)
2172 {
2173 source->Release();
2174 ERR("Failed to retrieve the render target view from the destination render target.");
2175 return error(GL_OUT_OF_MEMORY, false);
2176 }
2177
2178 gl::Rectangle destRect;
2179 destRect.x = xoffset;
2180 destRect.y = yoffset;
2181 destRect.width = sourceRect.width;
2182 destRect.height = sourceRect.height;
2183
2184 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2185 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2186
2187 source->Release();
2188 dest->Release();
2189
2190 return ret;
2191}
2192
2193bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2194 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2195{
2196 HRESULT result;
2197
2198 if (!mCopyResourcesInitialized)
2199 {
2200 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2201
2202 D3D11_BUFFER_DESC vbDesc;
2203 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2204 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2205 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2206 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2207 vbDesc.MiscFlags = 0;
2208 vbDesc.StructureByteStride = 0;
2209
2210 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2211 ASSERT(SUCCEEDED(result));
2212 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2213
2214 D3D11_SAMPLER_DESC samplerDesc;
2215 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2216 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2217 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2218 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2219 samplerDesc.MipLODBias = 0.0f;
2220 samplerDesc.MaxAnisotropy = 0;
2221 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2222 samplerDesc.BorderColor[0] = 0.0f;
2223 samplerDesc.BorderColor[1] = 0.0f;
2224 samplerDesc.BorderColor[2] = 0.0f;
2225 samplerDesc.BorderColor[3] = 0.0f;
2226 samplerDesc.MinLOD = 0.0f;
2227 samplerDesc.MaxLOD = 0.0f;
2228
2229 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2230 ASSERT(SUCCEEDED(result));
2231 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2232
2233 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2234 {
2235 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2236 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2237 };
2238
2239 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2240 ASSERT(SUCCEEDED(result));
2241 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2242
2243 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2244 ASSERT(SUCCEEDED(result));
2245 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2246
2247 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2248 ASSERT(SUCCEEDED(result));
2249 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2250
2251 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2252 ASSERT(SUCCEEDED(result));
2253 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2254
2255 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2256 ASSERT(SUCCEEDED(result));
2257 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2258
2259 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2260 ASSERT(SUCCEEDED(result));
2261 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2262
2263 mCopyResourcesInitialized = true;
2264 }
2265
2266 // Verify the source and destination area sizes
2267 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2268 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2269 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2270 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2271 {
2272 return error(GL_INVALID_VALUE, false);
2273 }
2274
2275 // Set vertices
2276 D3D11_MAPPED_SUBRESOURCE mappedResource;
2277 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2278 if (FAILED(result))
2279 {
2280 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
2281 return error(GL_OUT_OF_MEMORY, false);
2282 }
2283
2284 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2285
2286 // Create a quad in homogeneous coordinates
2287 float x1 = (destArea.x / destWidth) * 2.0f - 1.0f;
2288 float y1 = (destArea.y / destHeight) * 2.0f - 1.0f;
2289 float x2 = ((destArea.x + destArea.width) / destWidth) * 2.0f - 1.0f;
2290 float y2 = ((destArea.y + destArea.height) / destHeight) * 2.0f - 1.0f;
2291
2292 float u1 = sourceArea.x / float(sourceWidth);
2293 float v1 = sourceArea.y / float(sourceHeight);
2294 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2295 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2296
2297 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2298 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2299 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2300 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2301
2302 mDeviceContext->Unmap(mCopyVB, 0);
2303
2304 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2305 static UINT startIdx = 0;
2306 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2307
2308 // Apply state
2309 static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
2310 mDeviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
2311 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2312 mDeviceContext->RSSetState(NULL);
2313
2314 // Apply shaders
2315 mDeviceContext->IASetInputLayout(mCopyIL);
2316 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2317 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2318
2319 ID3D11PixelShader *ps = NULL;
2320 switch(destFormat)
2321 {
2322 case GL_RGBA: ps = mCopyRGBAPS; break;
2323 case GL_RGB: ps = mCopyRGBPS; break;
2324 case GL_ALPHA: ps = mCopyRGBAPS; break;
2325 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2326 case GL_LUMINANCE: ps = mCopyLumPS; break;
2327 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2328 default: UNREACHABLE(); ps = NULL; break;
2329 }
2330
2331 mDeviceContext->PSSetShader(ps, NULL, 0);
2332
2333 // Unset the currently bound shader resource to avoid conflicts
2334 static ID3D11ShaderResourceView *const nullSRV = NULL;
2335 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2336
2337 // Apply render targets
2338 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2339
2340 // Set the viewport
2341 D3D11_VIEWPORT viewport;
2342 viewport.TopLeftX = 0;
2343 viewport.TopLeftY = 0;
2344 viewport.Width = destWidth;
2345 viewport.Height = destHeight;
2346 viewport.MinDepth = 0.0f;
2347 viewport.MaxDepth = 1.0f;
2348 mDeviceContext->RSSetViewports(1, &viewport);
2349
2350 // Apply textures
2351 mDeviceContext->PSSetShaderResources(0, 1, &source);
2352 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2353
2354 // Draw the quad
2355 mDeviceContext->Draw(4, 0);
2356
2357 // Unbind textures and render targets and vertex buffer
2358 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2359
2360 static ID3D11RenderTargetView *const nullRTV = NULL;
2361 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2362
2363 static UINT zero = 0;
2364 static ID3D11Buffer *const nullBuffer = NULL;
2365 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2366
2367 markAllStateDirty();
2368
2369 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002370}
2371
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002372RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2373{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002374 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002375 RenderTarget11 *renderTarget = NULL;
2376 if (depth)
2377 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002378 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), NULL,
2379 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002380 }
2381 else
2382 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002383 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
2384 swapChain11->getRenderTargetShaderResource(),
2385 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002386 }
2387 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002388}
2389
2390RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2391{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002392 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2393 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002394}
2395
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002396ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002397{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002398 ShaderExecutable11 *executable = NULL;
2399
2400 switch (type)
2401 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002402 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002403 {
2404 ID3D11VertexShader *vshader = NULL;
2405 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2406 ASSERT(SUCCEEDED(result));
2407
2408 if (vshader)
2409 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002410 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002411 }
2412 }
2413 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002414 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002415 {
2416 ID3D11PixelShader *pshader = NULL;
2417 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2418 ASSERT(SUCCEEDED(result));
2419
2420 if (pshader)
2421 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002422 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002423 }
2424 }
2425 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002426 case rx::SHADER_GEOMETRY:
2427 {
2428 ID3D11GeometryShader *gshader = NULL;
2429 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2430 ASSERT(SUCCEEDED(result));
2431
2432 if (gshader)
2433 {
2434 executable = new ShaderExecutable11(function, length, gshader);
2435 }
2436 }
2437 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002438 default:
2439 UNREACHABLE();
2440 break;
2441 }
2442
2443 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002444}
2445
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002446ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002447{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002448 const char *profile = NULL;
2449
2450 switch (type)
2451 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002452 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002453 profile = "vs_4_0";
2454 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002455 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002456 profile = "ps_4_0";
2457 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002458 case rx::SHADER_GEOMETRY:
2459 profile = "gs_4_0";
2460 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002461 default:
2462 UNREACHABLE();
2463 return NULL;
2464 }
2465
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002466 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002467 if (!binary)
2468 return NULL;
2469
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002470 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002471 binary->Release();
2472
2473 return executable;
2474}
2475
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002476VertexBuffer *Renderer11::createVertexBuffer()
2477{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002478 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002479}
2480
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002481IndexBuffer *Renderer11::createIndexBuffer()
2482{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002483 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002484}
2485
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002486bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2487{
2488 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2489 if (colorbuffer)
2490 {
2491 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2492 if (renderTarget)
2493 {
2494 *subresourceIndex = renderTarget->getSubresourceIndex();
2495
2496 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2497 if (colorBufferRTV)
2498 {
2499 ID3D11Resource *textureResource = NULL;
2500 colorBufferRTV->GetResource(&textureResource);
2501 colorBufferRTV->Release();
2502
2503 if (textureResource)
2504 {
2505 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2506 textureResource->Release();
2507
2508 if (SUCCEEDED(result))
2509 {
2510 return true;
2511 }
2512 else
2513 {
2514 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2515 "HRESULT: 0x%X.", result);
2516 }
2517 }
2518 }
2519 }
2520 }
2521
2522 return false;
2523}
2524
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002525bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
2526 bool blitRenderTarget, bool blitDepthStencil)
2527{
2528 // TODO
2529 UNIMPLEMENTED();
2530 return false;
2531}
2532
2533void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2534 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2535{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002536 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002537 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002538
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002539 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002540 {
2541 gl::Rectangle area;
2542 area.x = x;
2543 area.y = y;
2544 area.width = width;
2545 area.height = height;
2546
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002547 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2548 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002549
2550 colorBufferTexture->Release();
2551 colorBufferTexture = NULL;
2552 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002553}
2554
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002555Image *Renderer11::createImage()
2556{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002557 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002558}
2559
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002560void Renderer11::generateMipmap(Image *dest, Image *src)
2561{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002562 Image11 *dest11 = Image11::makeImage11(dest);
2563 Image11 *src11 = Image11::makeImage11(src);
2564 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002565}
2566
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002567TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2568{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002569 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2570 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002571}
2572
2573TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2574{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002575 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002576}
2577
2578TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2579{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002580 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002581}
2582
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002583static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2584{
2585 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2586 destFormat == GL_ALPHA &&
2587 destType == GL_UNSIGNED_BYTE)
2588 {
2589 return 1;
2590 }
2591 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2592 destFormat == GL_RGBA &&
2593 destType == GL_UNSIGNED_BYTE)
2594 {
2595 return 4;
2596 }
2597 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2598 destFormat == GL_BGRA_EXT &&
2599 destType == GL_UNSIGNED_BYTE)
2600 {
2601 return 4;
2602 }
2603 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2604 destFormat == GL_RGBA &&
2605 destType == GL_HALF_FLOAT_OES)
2606 {
2607 return 8;
2608 }
2609 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2610 destFormat == GL_RGB &&
2611 destType == GL_FLOAT)
2612 {
2613 return 12;
2614 }
2615 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2616 destFormat == GL_RGBA &&
2617 destType == GL_FLOAT)
2618 {
2619 return 16;
2620 }
2621 else
2622 {
2623 return 0;
2624 }
2625}
2626
2627static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2628 unsigned int y, int inputPitch, gl::Color *outColor)
2629{
2630 switch (format)
2631 {
2632 case DXGI_FORMAT_R8G8B8A8_UNORM:
2633 {
2634 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2635 outColor->red = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
2636 outColor->green = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2637 outColor->blue = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2638 outColor->alpha = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2639 }
2640 break;
2641
2642 case DXGI_FORMAT_A8_UNORM:
2643 {
2644 outColor->red = 0.0f;
2645 outColor->green = 0.0f;
2646 outColor->blue = 0.0f;
2647 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2648 }
2649 break;
2650
2651 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2652 {
2653 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2654 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2655 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2656 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2657 }
2658 break;
2659
2660 case DXGI_FORMAT_R32G32B32_FLOAT:
2661 {
2662 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2663 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2664 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2665 outColor->alpha = 1.0f;
2666 }
2667 break;
2668
2669 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2670 {
2671 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2672 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2673 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2674 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2675 }
2676 break;
2677
2678 case DXGI_FORMAT_B8G8R8A8_UNORM:
2679 {
2680 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2681 outColor->red = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2682 outColor->blue = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
2683 outColor->green = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2684 outColor->alpha = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2685 }
2686 break;
2687
2688 case DXGI_FORMAT_R8_UNORM:
2689 {
2690 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2691 outColor->green = 0.0f;
2692 outColor->blue = 0.0f;
2693 outColor->alpha = 1.0f;
2694 }
2695 break;
2696
2697 case DXGI_FORMAT_R8G8_UNORM:
2698 {
2699 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
2700
2701 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
2702 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
2703 outColor->blue = 0.0f;
2704 outColor->alpha = 1.0f;
2705 }
2706 break;
2707
2708 case DXGI_FORMAT_R16_FLOAT:
2709 {
2710 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
2711 outColor->green = 0.0f;
2712 outColor->blue = 0.0f;
2713 outColor->alpha = 1.0f;
2714 }
2715 break;
2716
2717 case DXGI_FORMAT_R16G16_FLOAT:
2718 {
2719 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
2720 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
2721 outColor->blue = 0.0f;
2722 outColor->alpha = 1.0f;
2723 }
2724 break;
2725
2726 default:
2727 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
2728 UNIMPLEMENTED();
2729 break;
2730 }
2731}
2732
2733static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
2734 unsigned int y, int outputPitch, void *outData)
2735{
2736 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
2737 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
2738
2739 switch (format)
2740 {
2741 case GL_RGBA:
2742 switch (type)
2743 {
2744 case GL_UNSIGNED_BYTE:
2745 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2746 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2747 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2748 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2749 break;
2750
2751 default:
2752 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
2753 UNIMPLEMENTED();
2754 break;
2755 }
2756 break;
2757
2758 case GL_BGRA_EXT:
2759 switch (type)
2760 {
2761 case GL_UNSIGNED_BYTE:
2762 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2763 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2764 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
2765 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2766 break;
2767
2768 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2769 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2770 // this type is packed as follows:
2771 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2772 // --------------------------------------------------------------------------------
2773 // | 4th | 3rd | 2nd | 1st component |
2774 // --------------------------------------------------------------------------------
2775 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2776 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2777 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
2778 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
2779 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
2780 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
2781 break;
2782
2783 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2784 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2785 // this type is packed as follows:
2786 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2787 // --------------------------------------------------------------------------------
2788 // | 4th | 3rd | 2nd | 1st component |
2789 // --------------------------------------------------------------------------------
2790 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2791 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2792 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
2793 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
2794 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
2795 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
2796 break;
2797
2798 default:
2799 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
2800 UNIMPLEMENTED();
2801 break;
2802 }
2803 break;
2804
2805 case GL_RGB:
2806 switch (type)
2807 {
2808 case GL_UNSIGNED_SHORT_5_6_5:
2809 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2810 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
2811 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
2812 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
2813 break;
2814
2815 case GL_UNSIGNED_BYTE:
2816 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2817 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2818 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2819 break;
2820
2821 default:
2822 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
2823 UNIMPLEMENTED();
2824 break;
2825 }
2826 break;
2827
2828 default:
2829 ERR("WritePixelColor not implemented for format 0x%X.", format);
2830 UNIMPLEMENTED();
2831 break;
2832 }
2833}
2834
2835void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
2836 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
2837 GLint packAlignment, void *pixels)
2838{
2839 D3D11_TEXTURE2D_DESC textureDesc;
2840 texture->GetDesc(&textureDesc);
2841
2842 D3D11_TEXTURE2D_DESC stagingDesc;
2843 stagingDesc.Width = area.width;
2844 stagingDesc.Height = area.height;
2845 stagingDesc.MipLevels = 1;
2846 stagingDesc.ArraySize = 1;
2847 stagingDesc.Format = textureDesc.Format;
2848 stagingDesc.SampleDesc.Count = 1;
2849 stagingDesc.SampleDesc.Quality = 0;
2850 stagingDesc.Usage = D3D11_USAGE_STAGING;
2851 stagingDesc.BindFlags = 0;
2852 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
2853 stagingDesc.MiscFlags = 0;
2854
2855 ID3D11Texture2D* stagingTex = NULL;
2856 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
2857 if (FAILED(result))
2858 {
2859 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
2860 return;
2861 }
2862
2863 ID3D11Texture2D* srcTex = NULL;
2864 if (textureDesc.SampleDesc.Count > 1)
2865 {
2866 D3D11_TEXTURE2D_DESC resolveDesc;
2867 resolveDesc.Width = textureDesc.Width;
2868 resolveDesc.Height = textureDesc.Height;
2869 resolveDesc.MipLevels = 1;
2870 resolveDesc.ArraySize = 1;
2871 resolveDesc.Format = textureDesc.Format;
2872 resolveDesc.SampleDesc.Count = 1;
2873 resolveDesc.SampleDesc.Quality = 0;
2874 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
2875 resolveDesc.BindFlags = 0;
2876 resolveDesc.CPUAccessFlags = 0;
2877 resolveDesc.MiscFlags = 0;
2878
2879 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
2880 if (FAILED(result))
2881 {
2882 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
2883 stagingTex->Release();
2884 return;
2885 }
2886
2887 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
2888 subResource = 0;
2889 }
2890 else
2891 {
2892 srcTex = texture;
2893 srcTex->AddRef();
2894 }
2895
2896 D3D11_BOX srcBox;
2897 srcBox.left = area.x;
2898 srcBox.right = area.x + area.width;
2899 srcBox.top = area.y;
2900 srcBox.bottom = area.y + area.height;
2901 srcBox.front = 0;
2902 srcBox.back = 1;
2903
2904 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
2905
2906 srcTex->Release();
2907 srcTex = NULL;
2908
2909 D3D11_MAPPED_SUBRESOURCE mapping;
2910 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
2911
2912 unsigned char *source;
2913 int inputPitch;
2914 if (packReverseRowOrder)
2915 {
2916 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
2917 inputPitch = -static_cast<int>(mapping.RowPitch);
2918 }
2919 else
2920 {
2921 source = static_cast<unsigned char*>(mapping.pData);
2922 inputPitch = static_cast<int>(mapping.RowPitch);
2923 }
2924
2925 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
2926 if (fastPixelSize != 0)
2927 {
2928 unsigned char *dest = static_cast<unsigned char*>(pixels);
2929 for (int j = 0; j < area.height; j++)
2930 {
2931 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
2932 }
2933 }
2934 else
2935 {
2936 gl::Color pixelColor;
2937 for (int j = 0; j < area.height; j++)
2938 {
2939 for (int i = 0; i < area.width; i++)
2940 {
2941 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
2942 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
2943 }
2944 }
2945 }
2946
2947 mDeviceContext->Unmap(stagingTex, 0);
2948
2949 stagingTex->Release();
2950 stagingTex = NULL;
2951}
2952
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002953}